Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
149
mods/cnc/maps/gdi07/gdi07.lua
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149
mods/cnc/maps/gdi07/gdi07.lua
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--[[
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Copyright (c) The OpenRA Developers and Contributors
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This file is part of OpenRA, which is free software. It is made
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available to you under the terms of the GNU General Public License
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as published by the Free Software Foundation, either version 3 of
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the License, or (at your option) any later version. For more
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information, see COPYING.
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]]
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InfantryReinforcements = { "e1", "e1", "e2" }
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JeepReinforcements = { "jeep" }
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TankReinforcements = { "mtnk" }
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BaseReinforcements = { "mcv" }
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GDIBaseBuildings = { "pyle", "fact", "nuke", "hq", "weap" }
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SamSites = { sam1, sam2, sam3, sam4 }
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NodBase = { handofnod, nodpower1, nodpower2, nodpower3, nodairfield, nodrefinery, nodconyard }
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HiddenNodUnits = { sleeper1, sleeper2, sleeper3, sleeper4 }
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SendReinforcements = function()
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Trigger.AfterDelay(DateTime.Seconds(20), function()
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ReinforceWithLandingCraft(GDI, BaseReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint26.Location)
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end)
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Trigger.AfterDelay(DateTime.Seconds(10), function()
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ReinforceWithLandingCraft(GDI, TankReinforcements, spawnpoint2.Location - CVec.New(0, -4), spawnpoint2.Location - CVec.New(0, -1), waypoint10.Location)
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ReinforceWithLandingCraft(GDI, TankReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint10.Location)
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end)
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Trigger.AfterDelay(DateTime.Seconds(5), function()
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ReinforceWithLandingCraft(GDI, JeepReinforcements, spawnpoint1.Location - CVec.New(0, -4), spawnpoint1.Location - CVec.New(0, -1), waypoint10.Location)
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end)
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ReinforceWithLandingCraft(GDI, InfantryReinforcements, spawnpoint2.Location - CVec.New(0, -4), spawnpoint2.Location - CVec.New(0, -1), waypoint10.Location)
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ReinforceWithLandingCraft(GDI, InfantryReinforcements, spawnpoint3.Location - CVec.New(0, -4), spawnpoint3.Location - CVec.New(0, -1), waypoint10.Location)
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end
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AttackPlayer = function()
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Trigger.AfterDelay(DateTime.Seconds(40), function()
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for type, count in pairs({ ['e3'] = 3, ['e4'] = 2 }) do
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local atk1Actors = Utils.Take(count, Nod.GetActorsByType(type))
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Utils.Do(atk1Actors, function(unit)
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unit.Move(waypoint6.Location)
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unit.Move(waypoint7.Location)
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unit.Move(waypoint8.Location)
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unit.Move(waypoint9.Location)
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unit.Move(waypoint10.Location)
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unit.AttackMove(waypoint11.Location)
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end)
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end
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end)
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Trigger.AfterDelay(DateTime.Seconds(40), function()
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for type, count in pairs({ ['e1'] = 3, ['e3'] = 2 }) do
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local atk2Actors = Utils.Take(count, Nod.GetActorsByType(type))
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Utils.Do(atk2Actors, function(unit)
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unit.Move(waypoint11.Location)
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unit.Move(waypoint12.Location)
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unit.Move(waypoint15.Location)
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unit.Move(waypoint16.Location)
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unit.Hunt()
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end)
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end
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end)
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Trigger.AfterDelay(DateTime.Seconds(80), function()
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for type, count in pairs({ ['e3'] = 3, ['e4'] = 2 }) do
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local atk3Actors = Utils.Take(count, Nod.GetActorsByType(type))
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Utils.Do(atk3Actors, function(unit)
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unit.Move(waypoint6.Location)
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unit.Move(waypoint7.Location)
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unit.Move(waypoint8.Location)
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unit.Move(waypoint9.Location)
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unit.Move(waypoint10.Location)
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unit.AttackMove(waypoint11.Location)
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end)
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end
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end)
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Trigger.AfterDelay(DateTime.Seconds(80), function()
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for type, count in pairs({ ['e1'] = 3, ['e3'] = 2 }) do
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local atk4Actors = Utils.Take(count, Nod.GetActorsByType(type))
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Utils.Do(atk4Actors, function(unit)
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unit.Move(waypoint11.Location)
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unit.Move(waypoint12.Location)
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unit.Move(waypoint15.Location)
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unit.Move(waypoint16.Location)
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unit.AttackMove(waypoint11.Location)
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end)
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end
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end)
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Trigger.AfterDelay(DateTime.Seconds(80), function()
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local atk5Actors = Utils.Take(2, Nod.GetActorsByType('bggy'))
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Utils.Do(atk5Actors, function(unit)
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unit.Move(waypoint11.Location)
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unit.Move(waypoint12.Location)
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unit.Move(waypoint15.Location)
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unit.Move(waypoint16.Location)
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unit.Hunt()
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end)
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end)
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Utils.Do(NodBase, function(actor)
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Trigger.OnRemovedFromWorld(actor, function()
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Utils.Do(Nod.GetGroundAttackers(), IdleHunt)
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end)
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end)
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Utils.Do(HiddenNodUnits, IdleHunt)
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end
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WorldLoaded = function()
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GDI = Player.GetPlayer("GDI")
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Nod = Player.GetPlayer("Nod")
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Camera.Position = spawnpoint2.CenterPosition
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InitObjectives(GDI)
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DestroyNod = AddPrimaryObjective(GDI, "destroy-nod")
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ConstructBase = AddSecondaryObjective(GDI, "construct-base")
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SendReinforcements()
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local destroySAMs = AddSecondaryObjective(GDI, "destroy-sams")
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Trigger.OnAllKilled(SamSites, function()
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GDI.MarkCompletedObjective(destroySAMs)
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Actor.Create("airstrike.proxy", true, { Owner = GDI })
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end)
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AttackPlayer()
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end
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Tick = function()
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if DateTime.GameTime > DateTime.Seconds(5) then
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if GDI.HasNoRequiredUnits() then
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GDI.MarkFailedObjective(DestroyNod)
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end
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if Nod.HasNoRequiredUnits() then
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GDI.MarkCompletedObjective(DestroyNod)
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end
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if not GDI.IsObjectiveCompleted(ConstructBase) and DateTime.GameTime % DateTime.Seconds(1) == 0 and CheckForBase(GDI, GDIBaseBuildings) then
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GDI.MarkCompletedObjective(ConstructBase)
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end
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end
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end
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BIN
mods/cnc/maps/gdi07/map.bin
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BIN
mods/cnc/maps/gdi07/map.bin
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Binary file not shown.
8
mods/cnc/maps/gdi07/map.ftl
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8
mods/cnc/maps/gdi07/map.ftl
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@@ -0,0 +1,8 @@
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## rules.yaml
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briefing =
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Previous mission objective not complete.
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Airfield was to be targeted.
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New objective: Build up a base and Destroy remaining Nod structures and units.
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Reinforcements will be provided.
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BIN
mods/cnc/maps/gdi07/map.png
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BIN
mods/cnc/maps/gdi07/map.png
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Binary file not shown.
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After Width: | Height: | Size: 39 KiB |
1032
mods/cnc/maps/gdi07/map.yaml
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1032
mods/cnc/maps/gdi07/map.yaml
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File diff suppressed because it is too large
Load Diff
115
mods/cnc/maps/gdi07/rules.yaml
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115
mods/cnc/maps/gdi07/rules.yaml
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World:
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LuaScript:
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Scripts: campaign.lua, utils.lua, gdi07.lua
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MissionData:
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Briefing: briefing
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BriefingVideo: gdi7.vqa
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StartVideo: turtkill.vqa
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WinVideo: pintle.vqa
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LossVideo: gameover.vqa
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SBAG:
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Buildable:
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Prerequisites: ~disabled
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ATWR:
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Buildable:
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Prerequisites: ~disabled
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CYCL:
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Buildable:
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Prerequisites: ~disabled
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NUK2:
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Buildable:
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Prerequisites: ~disabled
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FIX:
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Buildable:
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Prerequisites: ~disabled
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HPAD:
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Buildable:
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Prerequisites: ~disabled
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BRIK:
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Buildable:
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Prerequisites: ~disabled
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EYE:
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Buildable:
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Prerequisites: ~disabled
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GUN:
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Buildable:
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Prerequisites: ~disabled
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OBLI:
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Buildable:
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Prerequisites: ~disabled
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TMPL:
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Buildable:
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Prerequisites: ~disabled
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E3:
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Buildable:
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Prerequisites: ~disabled
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HTNK:
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Buildable:
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Prerequisites: ~disabled
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TRAN:
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Buildable:
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Prerequisites: ~disabled
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ORCA:
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Buildable:
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Prerequisites: ~disabled
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RMBO:
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Buildable:
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Prerequisites: ~disabled
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MSAM:
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Buildable:
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Prerequisites: ~disabled
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MCV:
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Buildable:
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Prerequisites: ~disabled
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BOAT:
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Buildable:
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Prerequisites: ~disabled
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FTNK:
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Buildable:
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Prerequisites: ~disabled
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STNK:
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Buildable:
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Prerequisites: ~disabled
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ARTY:
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Buildable:
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Prerequisites: ~disabled
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HELI:
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Buildable:
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Prerequisites: ~disabled
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E5:
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Buildable:
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Prerequisites: ~disabled
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MLRS:
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Buildable:
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Prerequisites: ~disabled
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HQ:
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Tooltip:
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-AirstrikePower:
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Buildable:
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Description: actor-hq-description
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